Multi-user input systems and processing techniques for serving multiple users

ABSTRACT

Techniques for providing a common input for multiple users are disclosed. Two separate input detection systems can be provided. One input detection system detects the identity of user while the other detects the location of input for processing. The information provided by the two detection systems is effectively reconciled to determine whether a particular user identified by the first system has provided input in a particular location indicated by the second system. Information can be reconciled, for example, at least partially based on the timing information provided by the two systems (e.g., whether the times indicated by the two systems are within an acceptable range). The first input detection can be provided as a Radio Frequency (RF) system that detects a change in RF energy received by a RF receiver provided in the proximity of a user when the user touches a touchscreen. The second input detection can include an APR (Acoustic Pulse Recognition) or capacitive touchscreen (or multi-touch screen). It will also be appreciated that both input system can be integrated into a single device which can be presented, for example, as multi-user touchscreen. The multi-user touch screen can provide a common input surface to serve numerous applications. For example, a virtual roulette table with a touchscreen surface can be provided for multiple players. The players can interact with the game by touching the touch screen surface provided as a common playing area (e.g., players can place bets by touching various positions of the touchscreen).

BACKGROUND OF THE INVENTION

In computer (or computing) science, input/output (or I/O) can refer to acollection of interfaces that different functional units (sub-systems)of an information processing system use to communicate with each other.In general, Input can be a signal received by a functional unit, andoutput can be a signals sent from the functional unit.

Input/output (I/O) devices can be used by a person (or other system) tocommunicate with a computer. For instance, keyboards and mouses areconsidered input devices of a computer and monitors and printers areconsidered output devices of a computer. Typically, devices used forcommunication between computers are for both input and output (e.g.,modems and network cards).

Some input devices (e.g., mouses and keyboards) can receive as input thephysical movement provided by a human being and convert it into signalsthat a computer can understand. The output from these devices is treatedas input by the computer. Similarly, printers and monitors take as inputsignals that a computer outputs and convert them into representationsthat human users can see or read (the process of reading or seeing therepresentations can be considered as receiving input.)

Generally, an input device can be considered an interface between a user(e.g., human being, application program) and a machine. The inputdevice's primary function is to receive input from the user andtranslate it for the machine. A few examples of Input devices arekeyboards, mouses, touchpads, touchscreens, trackballs and tablets.Input devices are prevalent in gaming environments. Joysticks, gamepads,power pads and analog sticks are examples of input devices that areoften used in gaming environments.

Some devices can effectively provide both input and output. As anexample, conventional touchscreens (touchscreens, touch panels ortouchscreen panels) are display overlays which have the ability todisplay and receive information on the same screen. The effect of suchoverlays allows a display to be used as an input device, removing thekeyboard and/or the mouse as the primary input device for interactingwith the display's content. Such displays can be attached to computersor, as terminals, to networks. Touchscreens also have assisted in recentchanges in the PDA and Cell-Phone Industries, making these devices moreusable. Touchscreens have become commonplace since the invention of theelectronic touch interface in 1971 by Dr. Samuel C. Hurst. They havebecome familiar in retail settings, on point of sale systems, on ATMsand on PDAs where a stylus is sometimes used to manipulate the GUI andto enter data. The popularity of smart phones, PDAs, portable gameconsoles and many types of information appliances is driving the demandfor, and the acceptance of, touchscreens.

More recently, “multi-touching” techniques have been developed.Generally, “multi-touch” can refer to a human-computer interactiontechnique and the hardware devices that implement it. For example, itcan refer to a touchscreen (or touch tablet/touchpad) that recognizesmultiple simultaneous touch points. The multi-touch screen can beconfigured to detect the pressure or degree of each touch independently,as well as detecting their individual position. This allows gestures andinteraction with multiple fingers or hands, chording, and can providerich interaction, including direct manipulation, through intuitivegestures. Depending largely on their size, some multi-touch devicessupport more than one user on the same device simultaneously. Onesalient aspect of this technique is that it makes easy to zoom in or outin a Zooming User Interface with two fingers, for example, therebyproviding a more direct mapping than with a single-point device like amouse or stylus. Touchscreens (touchscreens, touch panels or touchscreenpanels) are display overlays which have the ability to display andreceive information on the same screen. The effect of such overlaysallows a display to be used as an input device, removing the keyboardand/or the mouse as the primary input device for interacting with thedisplay's content. Such displays can be attached to computers or, asterminals, to networks. Touchscreens also have assisted in recentchanges in the PDA and Cell-Phone Industries, making these devices evenmore usable.

As noted above, input devices, among other places, are prevalent ingaming environments. As such, a modern gaming machine will be discussed.As such, a modern gaming machine is discussed further.

Typically, a gaming machine utilizes a master controller to effectivelycontrol various combinations of devices that allow a player to play agame on the gaming machine and also encourage game play on the gamingmachine. A game played on a gaming machine usually requires a player toinput money or indicia of credit into the gaming machine, indicate awager amount, and initiate playing a game of chance. These steps requirethe gaming machine to control input devices, such as bill validators andcoin acceptors, to accept money into the gaming machine and recognizeuser inputs from devices, including key pads, button pads, card readers,and ticket readers, to determine the wager amount, and initiate gameplay. After game play has been initiated, the gaming machine determinesthe outcome of the game, presents the game outcome to the player, andmay dispense an award of some type depending on the outcome of the game.The operations described above may be carried out on the gaming machinewhen the gaming machine is operating as a “stand alone” unit and/orlinked in a network of some type to a group of gaming machines.

As technology in the gaming industry progresses, more and more gamingservices are being provided to gaming machines via communicationnetworks that link groups of gaming machines to a remote computer, suchas a host server, that provides one or more gaming services. As anexample, gaming services that may be provided by a remote computer to agaming machine via a communication network of some type include playertracking, accounting, cashless award ticketing, lottery, progressivegames, and bonus games or prizes. These services and features areprovided in addition to the games that are available for play on thegaming machines.

SUMMARY OF THE INVENTION

Broadly speaking, the invention relates to processing input forcomputing systems. More particularly, the invention relates to inputsystems and input processing techniques for serving multiple users via acommon input surface (input area) or input device. In accordance withone aspect of the invention, two separate input detection systems can beprovided. As a user-identifier mechanism, a first detection system caneffectively detect the identity of a particular user who has providedinput to a common input receiver made accessible to multiple users(e.g., e.g., a common input device, location, area, surface) madeaccessible to multiple users. In other words, the user-identifiermechanism can be effectively used to determine which one of the usershas provided (e.g., entered input by touching the surface of atouchscreen).

However, it will be appreciated that the first detection system (oruser-identifier mechanism system) need not be configured to detect thelocation of the touch on the common input receiver. As an input-locatormechanism, the second input detection system can detect the location ofinput by anyone of the users but need not be configured to identify theuser who has provided the input at that location. It will be appreciatedthat the input-location system can include a touchscreen or multi-touchscreen configured to detect single or multiple touches on its surface.The first and second input systems can be configured to communicate witha synchronizer/controller system and provide it with the identity of theuser and location of the touch. It will be appreciated that thesynchronizer/controller can be configured to effectively reconcile theinformation received from the two systems in order to determine whetherit is likely that the particular player identified by the first system(user-identifier system) has provided input at the location indicated bythe second system (input-location) system. This likelihood can, forexample, be determined at least partially based on the timinginformation provided by the two systems (e.g., whether the timesindicated by the two systems are within an acceptable range), whethermultiple users have been identified within a determined period of time,and/or whether the same user has been detected to provide input to thesame location for a determined period of time. It will also beappreciated that input entered by a non-user can be effectively ignored.In addition, a constant touch on the same location and/or multipletouches by the same user at the same location can be detected andprocessed accordingly.

In one embodiment, a user-identifier system is provided as a RadioFrequency (RF) system that can effectively detect a change in RF energyreceived by a RF receiver provided in the proximity of a user when theuser touches a touchscreen. In other words, a RF receiver can beprovided for each one of the multiple users to detect a change in the RFenergy of anyone of the users. Each of the RF receivers can bepositioned in the proximity of a user to detect a change in the RFenergy when the user touches the touchscreen. The RF receivers can betuned to the same frequency of RF transmitted by an RF generator. Assuch, it will be appreciated that there is no need to designate adifferent RF frequency to different users or use multiple RF generators.The touch-identifier system can include an APR (Acoustic PulseRecognition) or capacitive touchscreen (or multi-touch screen). It willalso be appreciated that the RF generator can be integrated with the APRor capacitive touchscreen (e.g., the RF generator can be provided as aconductive layer integrated with an APR touchscreen).

The invention can be implemented in numerous ways, including a method,an apparatus, a computer readable medium, a computing device, or asignal embodied in a carrier wave. Several embodiments of the inventionare discussed below.

Other aspects and advantages of the invention will become apparent fromthe following detailed description, taken in conjunction with theaccompanying drawings, illustrating by way of example the principles ofthe invention.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will be readily understood by the followingdetailed description in conjunction with the accompanying drawings,wherein like reference numerals designate like structural elements, andin which:

FIG. 1A depicts a multi-user multi-input system in accordance with oneembodiment of the invention.

FIG. 1B depicts a method for providing a multi-user multi-input systemin accordance with one embodiment of the invention.

FIG. 1C depicts a multi-user multi-input system in accordance with oneembodiment of the invention.

FIG. 1D depicts a method for detecting a touch by a user of themulti-user multi-input screen in accordance with one embodiment of theinvention.

FIG. 1E depicts a method for determining whether a particular user hastouched a multi-user multi-touch screen in accordance with oneembodiment of the invention.

FIG. 1F depicts a touch-identifier system in accordance with oneembodiment of the invention.

FIG. 2 depicts in greater detail a touch time detector in accordancewith one embodiment of the invention.

FIG. 3 is a schematic block diagram of a Time Capture Module circuitryin accordance with one embodiment of the invention.

FIG. 4 is a block diagram of a RF generator (or a touch field generator)in accordance with one embodiment of the invention.

FIG. 5A depicts an antenna touchscreen surface that utilizes an AcousticPulse Recognition (APR) technology to detect a touch.

FIG. 5B depicts an antenna touchscreen surface that utilizes capacitanceto detect a touch.

FIGS. 6A and 6B depict top views of the antenna touchscreen surface inaccordance with the embodiments of the invention.

FIG. 7 depicts a method for synchronizing time capture clocks inaccordance with one embodiment of the invention.

FIG. 8 depicts a system touch controller in accordance with one aspectof the invention.

FIG. 9 depicts a gaming system in accordance with one embodiment of theinvention.

FIG. 10 depicts a method for detecting a touch on a multi-usertouchscreen in accordance with one embodiment of the invention.

FIG. 11 depicts a method for determining whether a particular user hastouched a multi-user touchscreen in accordance with one embodimentinvention.

FIG. 12 depicts a top view of a gaming table in accordance with oneembodiment of the invention.

FIG. 13 depicts a top view of a four-place gaming table in accordancewith another embodiment of the invention.

FIG. 14 depicts a top view four place gaming table in accordance withyet another embodiment of the invention.

FIG. 15 depicts a top view of an eight-place gaming table in accordancewith one embodiment of the invention.

FIG. 16 depicts a top view of a six-place gaming table in accordancewith one embodiment of the invention.

DETAILED DESCRIPTION OF THE INVENTION

As noted in the background section, an input device can serve as aninterface between a user (e.g., human being, application program) and amachine. The input device's primary functions include receiving inputfrom the user and translating it for the machine. The input can beprovided to a computing system in connection with a computer programcode that is being executed by the computing system. More particularly,when an instance of computer program code (or execution instance) isbeing executed, input received via the input device is provided forprocessing to the execution instance. The input can, for example, beprovided (e.g., entered) by a human being.

Techniques for processing input have become even more important formodern gaming environments. A conventional multi-touch screen can detectmultiple touches at the same time. However, a conventional multi-touchscreen cannot be shared as an input device between multiple users in amanner that a touch can be associated with a particular user. In otherwords, a conventional multi-touch screen cannot determine which user hastouched the screen. Accordingly, improved techniques for providing aninput system for multiple users are needed.

Broadly speaking, the invention pertains to input systems and inputprocessing techniques for serving multiple users via a common inputsurface (input area) or input device. In accordance with one aspect ofthe invention, two separate input detection systems can be provided. Asa user-identifier mechanism, a first detection system can effectivelydetect the identity of a particular user who has provided input to acommon input receiver made accessible to multiple users (e.g., e.g., acommon input device, location, area, surface) made accessible tomultiple users. In other words, the user-identifier mechanism can beeffectively used to determine which one of the users has provided (e.g.,entered input by touching the surface of a touchscreen).

However, it will be appreciated that the first detection system (oruser-identifier mechanism system) need not be configured to detect thelocation of the touch on the common input receiver. As an input-locatormechanism, the second input detection system can detect the location ofinput by anyone of the users but need not be configured to identify theuser who has provided the input at that location. It will be appreciatedthat the input-location system can include a touchscreen or multi-touchscreen configured to detect single or multiple touches on its surface.The first and second input systems can be configured to communicate witha synchronizer/controller system and provide it with the identity of theuser and location of the touch. It will be appreciated that thesynchronizer/controller can be configured to effectively reconcile theinformation received from the two systems in order to determine whetherit is likely that the particular player identified by the first system(user-identifier system) has provided input at the location indicated bythe second system (input-location) system. This likelihood can, forexample, be determined at least partially based on the timinginformation provided by the two systems (e.g., whether the timesindicated by the two systems are within an acceptable range), whethermultiple users have been identified within a determined period of time,and/or whether the same user has been detected to provide input to thesame location for a determined period of time. It will also beappreciated that input entered by a non-user can be effectively ignored.In addition, a constant touch on the same location and/or multipletouches by the same user at the same location can be detected andprocessed accordingly.

In one embodiment, a user-identifier system is provided as a RadioFrequency (RF) system that can effectively detect a change in RF energyreceived by a RF receiver provided in the proximity of a user when theuser touches a touchscreen. In other words, a RF receiver can beprovided for each one of the multiple users to detect a change in the RFenergy of anyone of the users. Each of the RF receivers can bepositioned in the proximity of a user to detect a change in the RFenergy when the user touches the touchscreen. The RF receivers can betuned to the same frequency of RF transmitted by an RF generator. Assuch, it will be appreciated that there is no need to designate adifferent RF frequency to different users or use multiple RF generators.The touch-identifier system can include an APR (Acoustic PulseRecognition) or capacitive touchscreen (or multi-touch screen). It willalso be appreciated that the RF generator can be integrated with the APRor capacitive touchscreen (e.g., the RF generator can be provided as aconductive layer integrated with an APR touchscreen).

Embodiments of these aspects of the invention are discussed below withreference to FIGS. 1A-16. However, those skilled in the art will readilyappreciate that the detailed description given herein with respect tothese figures is for explanatory purposes as the invention extendsbeyond these limited embodiments.

FIG. 1A depicts a multi-user multi-input system 10 in accordance withone embodiment of the invention. It will be appreciated that themulti-user multi-input system 10 can be provided as an input system (ordevice) for a plurality of users 11. Typically, the users 11 are capableof providing input by touching an input portion 12 (e.g., top surface)of the multi-user multi-input system 10. In order to detect inputprovided by a particular user (e.g., user 11 a), two separate detectionsystems are provided by the multi-user multi-input system 10.Conceptually, the two detection systems are presented in FIG. 1A as auser-identifier system 14 and an input-locator system 16. Theuser-identifier system 14 can effectively identify the source (ororigin) of the input. On the other hand, the input-locator system 16 caneffectively determine the location of the input. It will be appreciatedthat these two systems can effectively operate independently and/or astwo separate detection systems (or mechanisms). More particularly, theuser-identifier system 14 can detect which one of the users 11 hasprovided input to the input portion 12 of the multi-user multi-inputsystem 10. In other words, the user-identifier system 14 can effectivelyidentify a particular user when the user provides input to the inputportion 12. As such, the user-identifier system 14 can effectivelyindicate that one or more of the users 11 have provided input. However,the user-identifier system 14 needs not be configured to determine thelocation of the input provided by the identified user. The location ofthe input determined by the input-locator system 16 which can providethe location of a touch when it independently detects that input hasbeen provided. As such the input-locator system 16 can provide anindication of the particular location of the input.

Referring to FIG. 1A, the user-identifier system 14 and input-locatorsystem 16 can provide the information associated with the source andlocation of the input to a synchronizer/controller 18. This informationcan include an identification (ID) that can be used to effectivelyidentify the users 11 and a location (L) that indicates the location ofinput provided in the input portion 12. It will be appreciated that thesynchronizer/controller 18 can effectively determine whether to registerand/or report that the user identified by the user-identifier system 14has provided input at the location indicated by the input-locator system16. In effect, the synchronizer/controller 18 can reconcile informationprovided by the user-identifier system 14 and input-locator system 16 inan effort to determine whether input should be assigned to a particularone of the users 11 at a particular location on the input portion 12. Aswill be discussed below, the synchronizer/controller 18 can considervarious information including the timing information and the sequence ofinput provided by the user-identifier system 14 and input-locator system16. The synchronizer/controller 18 can, for example, consider one ormore of the following: timing information, whether multiple users havebeen identified within a determined period of time, whether multipleinput has been detected within a determined amount of time at the samelocation and/or the same user has been identified within a determinedamount of time.

FIG. 1B depicts a method 20 for providing a multi-user multi-inputsystem in accordance with one embodiment of the invention. Initially, aninput-identification system and an input-locator system are bothinitiated (22). The input-identification system can effectivelydetermine which particular has provided input to the multi-usermulti-input system. The input-locator system can determine the locationwhere of input that could be provided by any one of the users. Afterboth of the input-indication and input-locator systems have beeninitiated (22), it is determined (24) whether both of theinput-identification and input-locator systems have detected input. Ineffect, the method 20 can wait until both of the input-identificationand input-locator systems detect input (e.g., a touch on a touchscreen).If input has been detected by both of the input-identification andinput-locator systems, information (or data) pertaining to the input isobtained from both of the input-identification and input-locator systemsin an effort to reconcile and determine (28) whether it is likely thatthe identified user has been provided input in the indicated location.As noted above, the determining (28) can, for example, be made based ontiming information and/or the sequence of input received from theinput-identification and input-locator systems. Accordingly, if it isdetermined (28) that the user identified by the input-identificationsystem has provided input at the location indicated by the input-locatorsystem, the identified user is reported (30) to have provided an inputat the indicated location. After the input has been reported (30), themethod 20 proceeds to determine (24) whether both of theinput-identification and input-locator systems have detected input.Thereafter, the method 20 can proceed in a similar manner as describedabove. It should be noted that if it is determined (28) that identifieduser is not likely to have provided the input at the indicated location,the method 20 proceeds directly to determine (24) whether both of theinput-identification and input-locator systems have detected input. Ineffect, if the data obtained from both of the input-identification andinput-locator systems cannot be reconciled, the data is effectivelyignored and no input is reported. It will be appreciated that input can,for example, be provided by touching a touchscreen.

To further elaborate, FIG. 1C depicts a multi-user multi-input system 32in accordance with one embodiment of the invention. Referring to FIG.1C, the multi-user multi-input system 32 can effectively include atouch-identifier system 33 and a touch-locator system 34. Thetouch-identifier system 33 uses a radio frequency (RF) detectionmechanism to effectively identify a particular one of the users 1 lwhenthe user touches a touch surface 37. More particularly, thetouch-identifier system 33 provides a Radio Frequency (RF) generator 36that emits radio frequency waves (or energy). The RF energy can bedetected by an RF receivers 38 provided for each of the users 11. Itwill be appreciated that the RF receivers 38 can be provided in theproximity of users 11 in a manner that allows each of the receivers 38to detect the change in the RF energy when a particular one of the users11 touches the input surface 37 of a touchscreen which is effectivelyprovided by the touch-locator system 34. By way of example, when theuser 11 a touches the input surface 37 of the touchscreen, the RFreceiver 38 a which is in the proximity of the user 11 a detects achange in RF energy emitted by the RF generator 36. When the RF receiver38 a detects the change in RF energy, it can send an indication to asynchronizer/controller 40. This indication can effectively identify theRF receiver by, for example, an RF identifier assigned to the RFreceiver 38 a and also provide a time when the change in the RF energywas detected. As counterpart to the touch-identification system 33, thetouch-locator system 34 detects a touch at the location (x,y) when theuser 11 a touches the input surface 37. It should be noted that thetouch-locator system 34 need not be configured to identify the user 11 aas the user who has touched the input surface 37. It will be appreciatedthat the touch-locator system 34 can be configured just to detect thelocation of a touch in a similar manner as a conventional touchscreen(e.g., an acoustic or capacitive touchscreen). When the touch-locatorsystem 34 detects a touch at the location (x,y), it reports the locationand the time when the touch was detected to the synchronizer/controller40.

It will be appreciated that conventional touchscreen can be integratedinto the multi-user multi-input system 32 and used to effectively detectthe touch at a particular location. As such, the touch-locator system 34can, for example, include an APR or capacitance touchscreen that usesconventional techniques to detect a touch at a particular location(e.g., a touch at the location (x,y)). Furthermore, thesynchronizer/controller 40 can be effectively integrated with an APR orcapacitance touchscreen (e.g., the synchronizer/controller 40 can beintegrated with a touchscreen controller). As such, thesynchronizer/controller 40 is also depicted with dashed lines in FIG.1C. It should be noted that the users 11 can be registered with thesynchronizer/controller 40. In other words, information pertaining tothe users 11 can be stored and/or obtained by thesynchronizer/controller 40 to effectively identify a particular user(e.g., user 11 a) by its association with a particular RF receiver 38.By way of example, user 11 a may initially register with thesynchronizer/controller 40 and provide the information needed toeffectively identify the user 11 a for various purposes andapplications. In gaming environments, user identification can, forexample, be provided by user tracking systems to effectively identifythe user 11 a. Further, various monitoring mechanisms can be used tomonitor the use of the Multi-user Multi-touch system 32. Thesetechniques can, for example, include human observer (e.g., dealers) orcameras that monitor the activities of the users 11 to ensure that RFreceivers 38 are appropriately used. It will be appreciated that the RFreceivers 38 can be tuned to the same frequency used by the RF generator36.

To further elaborate, FIG. 1D depicts a method 50 for detecting a touchby a user of the multi-user multi-input screen in accordance with oneembodiment of the invention. The method 50 can, for example, beperformed by the touch-identifier system 33 depicted in FIG. 1C.Referring now to FIG. 1D, initially, an RF generator is initiated (52)to transmit RF waves at a frequency F. In addition, a plurality of RFreceivers are initiated (54) so that each user has an assigned RFreceiver typically suited in proximity of the user. It should be notedthat each of the RF receivers is tuned to the same frequency, namely,the frequency F used by the RF generator. After the RF generator andreceivers are initiated, it is determined (56) whether an RF receiverhas detected the change in the RF energy it receives from the RFgenerator. In effect, the method 50 can wait for an RF receiver todetect a change in the RF energy unless it is determined (58) to end themethod 50 or effectively end determining a touch. If it is determined(56) that an RF receiver has detected a change in the RF energy, thetime when the change was detected is determined and/or obtained (60).Accordingly, the identifier of the RF receiver (RF ID) which hasdetected the change in the RF energy is output (62) with the time whenthe change in the RF energy was detected. Thereafter the method 50 canproceed to determine whether to end detecting a touch (58). If it isdetermined (58) not to end the method 50, the method 50 can proceed todetermine (56) whether an RF receiver has detected a change in RFenergy. That determination (58) can, for example, be made based on theinput provided by an administrator (e.g., receiving a shutdown command)and/or timing considerations (e.g., shutting down based on a timer). Inany case, the method 50 ends when it is determined (58) to end detectinga touch. It should be noted that the output provided by the method 50can, for example, be received as input by a synchronizer/controller 40depicted in FIG. 1C.

FIG. 1E depicts a method 70 for determining whether a particular userhas touched a multi-user multi-touch screen in accordance with oneembodiment of the invention. Method 70 can, for example, be used by thesynchronizer/controller 40 depicted in FIG. 1C. Initially, it isdetermined (72) whether an indication has been received that indicatesthat a particular user has touched the touchscreen at a time T1.Typically, the indication is received from a touch-identifier systemsuch as the touch-identifier system 33 depicted in FIG. 1C. In effect,the method 70 can wait for an indication that a particular user hastouched the screen. If it is determined (72) that an indication has beenreceived that indicates that a particular user has touched thetouchscreen at time T1, it is determined (74) whether a separateindication has been received that the touchscreen has been touched at alocation L at time T₂. It should be noted that this indication is aseparate indication from the indication that a particular user hastouched the touchscreen (72) and times T₁ and T₂ may differ so that timeT₁ may indicate a time before or after time T₂. Typically, atouch-locator system (e.g., touch-locator system 33) sends theindication that the touchscreen has been touched at a particularlocation and a particular time. In effect, the method 70 can wait for anindication that indicates that a touch has been made (74) after itreceives the indication that a particular user has touched the screen.It should be noted that an indication that a user has touched the screenat location L could be received prior to the indication that aparticular user has touched the screen. Generally, the indications canbe stored. Further, it is possible to have two separate processes listenfor the indications. However, for the sake of simplicity, FIG. 1Edepicts a simplified method 70. In any case, if both indications arepresent, it is determined (76) whether the time indicated (T₁ and T₂)are within an acceptable range. As such, if it is determined (76) thatthe times T₁ and T₂ are within the acceptable range, a touch iseffectively recognized to have been made by the identified useridentified at the indicated location. In addition, a time T for thetouch can be determined (72). Time T can, for example, be determined bytaking an average of the two times T₁ and T₂, or selecting one which isdeemed more reliable, and so on. Accordingly, the identification of theuser (ID), the location of the touch (L), and the determined time (T)can be output (80) before the method 70 ends. However, it should benoted that if it is determined (76) that the times T1 and T2 are notwithin the acceptable range, the touch is not recognized and no outputindicating the touch is provided (82). Also, if it is determined (74)that an indication of a touch at a particular location has not beenreceived, it is determined (84) whether an indication of the touch byanother user has been received (i.e., a different user than the useridentified by the first indication. If it is determined (84) that anindication of touch by another user is received, no touch is effectivelyrecognized (82) and the method 70 ends. On another hand, if it isdetermined that an indication of a touch by another user has not beenreceived (84), the method 70 can effectively wait until a timer expires(86) to receive an indication of a touch made at location L at a time T2(74). If it is determined (86) that the timer has expired, no touch iseffectively recognized and the method 70 ends. It should be noted thatthe determination (84) can be implemented to also effectively ignoresubsequent touches by the same user if the subsequent touch is within adetermined range.

FIG. 1F depicts a touch-identifier system 100 in accordance with oneembodiment of the invention. The touch-identifier system 100 isconfigured to detect a touch by a particular user of a multi-usertouchscreen and provide an indication to a synchronizer/controller 101.The synchronizer/controller 101 uses one or more processors 108 forprocessing and can also communicate via a communication module 110 to aninterface 122 that can, for example, support one or more applicationprograms (e.g., gaming application programs). Referring to FIG. 1F, thetouch-identifier system 100 includes an antenna 102 that is tuned to theRF frequency of a RF generator (or touch field generator) 105 thatgenerates an RF field at a particular frequency F (e.g., 433.92 MHz). Inaddition, the touch-identifier system 100 includes touch detector module(or component) 104 and touch capture module or component) 106. The touchdetector module 104 can detect a touch by a particular user (e.g., aplayer) on the multi-user touchscreen. The time capture Module 106 cancapture the time when the touch by the player had been detected. By ofexample, the system time can be captured and reported to thesynchronizer/controller 108. The synchronizer/controller 108 can thenreport to the interface 112 that a touch by a particular playerassociated with the touch detector module 104 has been detected at thetime provided by the time capture module. This communication can be madevia the communication 110 using various techniques, for example, byusing RS232, USB, RS485, serial, parallel, or Ethernet protocols, or anycombination thereof.

FIG. 2 depicts in greater detail a touch time detector 104 (also shownin FIG. 1E) in accordance with one embodiment of the invention.Referring to FIG. 2, an Antenna 250 can receive a RF signal from a RFgenerator. The signal can be amplified by the Low Noise Amplifier (LNA)202 is coupled to one of the input ports of a two input port mixer(MIX1) 204. The other input port of the two input port mixer MIX1 204can receive a sign wave supplied by local an oscillator (OSC1) 206. Theoutput port of MIX1 204 is connected to a first IF PREAMP 208. Thoseskilled in the art will appreciate that the first IF PREAMP 208 canamplify the mixer signal of the original OSC1, received signal, and thesum of their differences. Referring to FIG. 2, the output of the IFPREAMP 208 is connected to the IF FILTER 210. The IF FILTER 210 caneliminate the OSC1 206, received signal, and their sum. The output ofthe IF FILTER 210 is input into at lease three IF LIMITING AMP W/RSSI212 A, B, and C. These IF LIMITING AMP W/RSSI 212 A, B, and C supply anoutput labeled as RSSI OUTPUT 214. The RSSI OUTPUT 214 represents thereceived signal strength of the signal received by the antenna 250.Typically, the RSSI signal is proportional to the log of the signal atthe IF LIMITING AMP'S 212 A, B, and C. The range can, for example, beabout 0.040 mV to 160 mV. The slope of the RSSI Output 214 can, forexample, be about 26 mV/dB of the RF signal. The output of the IFLIMITING AMP 212 C is connected to one of the inputs of MIX2 216. Theother input to MIX2 216 comes from OSC2 218. Accordingly, these twosignals can be mixed together in MIX2 216 and the output of MIX2 216 cango into the demoduator 220 which output s the RxDATA OUT 222.

FIG. 3 is a schematic block diagram of a Time Capture Module 106circuitry in accordance with one embodiment of the invention. It shouldbe noted that the RSSI OUTPUT 214 (shown in FIG. 2) can be connected tothe RSSI FROM RCVR 302. Referring to FIG. 3, the output of the block 302is connected to one input of a level comparator 304. The other input tothe level comparator 304 is the output of a digital pot 306. The outputof the level comparator 304 can be used to capture the count in thecapture register 308 and create an interrupt within a CPU 318. Thecapture register 308 mirrors the divider chain Divide by 2̂15 (312). Thisdivider chain Divides by 2̂15 (312) supplied with a signal from the slaveoscillator 310. The slave oscillator 310 and the Divide by 2̂15 (312) canbe reset by a signal supplied by the master reset 314. The CPU 318 caneffectively provide the data in the capture register 308 to thecommunication module 318. The communication module 320 can communicatethe data in the capture register 308 to the interface 322. Thecommunication module 320 can be used to communicate the data in theCapture Register 308 and receive settings for the Digital Pot 306.

FIG. 4 is a block diagram of a RF generator (or a touch field generator)400 in accordance with one embodiment of the invention. It will beappreciated that the touch field generator 400 can, for example,generate an RF field around a multi-user touchscreen that serves as acommon playing field (or common play field). Referring to FIG. 4, anoscillator 402 can generate a frequency that can, for example, be 1/32of the operating frequency (e.g., 1/32 of 433.92 MHz, or 13.56 MHz).Those skilled in the art will readily appreciate that variousfrequencies can be used as the operating frequency or oscillatorfrequency. Referring back to FIG. 4, the signal from the oscillator 402is connected to a phase comparator 404. The phase comparator 404 cancompare the phase of the oscillator 402 to the phase of the signalcoming from the Divide by 32 (408). Those skilled in the art willreadily appreciate that various other divide can be used. Referring backto FIG. 4, the output of the phase comparator 404 is connected to a lowpass filter 410 to remove any high frequencies. The DC value from thelow pass filter 410 is connected to the input of a voltage controlledoscillator (VCO) 406. The controlled oscillator (VCO) 406 can producesan output frequency that is about 32 times the frequency of theoscillator 402. If the VCO 406 is low in frequency, the phase comparator404 would produce a positive going spike that can be subsequentlyintegrated by the low pass filter 410. As a result, a small positivevoltage can be output by the low pass filter 410. This small positivevoltage would cause the VCO 406 to increase in frequency. Consequently,the VCO 406 output would match the frequency of the Oscillator 402. Onthe other hand, if the VCO 406 is high in frequency, the phasecomparator 404 would produce a negative going spike that can then beintegrated by the Low Pass Filter 410 and a small negative voltage willbe output by the Low Pass Filter 410. This small negative voltage wouldcause the VCO 406 to decrease in frequency and thus VCO 406 output willmatch the frequency of Oscillator 402. The output frequency of the VCO406 can then be filtered by a Low Pass Filter 412 to remove the harmoniccontent and the signal can then be placed on the antenna touchscreensurface 414.

To further elaborate, FIGS. 5A-B depict side views/cross sections of theantenna touchscreen surface 414 (also shown in FIG. 4) in accordancewith the embodiments of the invention. FIG. 5A depicts an antennatouchscreen surface 414 that utilizes an Acoustic Pulse Recognition(APR) technology to detect a touch. Referring to FIG. 5A, the top layeris provided as a silicon dioxide (SiO2) layer 502 which can serve as aninsulating layer and a protection layer for the indium tin oxide (ITO)layer 504. Those skilled in the art will appreciate that the indium tinoxide (ITO) layer 504 can act as a conductive layer and as such be usedto transmit a RF field. Referring again to FIG. 5A, the bottom layer isdepicted as a glass substrate 506 layer. The glass substrate 506 layercan provide the structural strength for the antenna touchscreen surface414. It should be noted that the APR 508A and B, (C and D not shown)represent the Acoustic Pulse Recognition (APR) transducers that can bemounted on the bottom of the touchscreen glass substrate 506.

FIG. 5B depicts an antenna touchscreen surface 414 that utilizescapacitance to detect a touch. Referring to FIG. 5B, a silicon dioxideSiO2 layer 512 is provided as an insulating layer and for protecting theindium tin oxide ITO 514 layer. The indium tin oxide ITO 514 is aconductive layer and as such can be used to both transmit the RF fieldand effectively serve as one plate of a capacitor for a capacitancetouchscreen. The next layer is a Glass Substrate 516 layer. This layerprovides the structural strength for the touchscreen. Optionally, anindium tin oxide ITO layer 518 can be added to serve as a conductivelayer used as an electrical isolating element.

FIGS. 6A and 6B depict top views of the antenna touchscreen surface 414(also shown in FIG. 4) in accordance with the embodiments of theinvention. Referring to FIG. 6A, a top view 414A including a surfacearea 602 is depicted. The surface 602 can, for example, represent acommon play field (or area) 602 provided over the top of a gamingapparatus display. The gaming apparatus display can, for example, be aLCD, CRT, plasma, or a rear projector display. The APR transducers 604,606, 608, and 610 can be seen through the glass substrate 602. Referringnow to FIG. 6B, a top view 414B through the top layer of silicon dioxideSiO2 612, indium tin oxide ITO 614, and glass substrate 602 is depicted.In top view 414B, electrodes 614, 616, 618, and 620 are depicted. Itwill be appreciated that the electrodes 614, 616, 618, and 620 can beprinted on top or bottom of the indium tin oxide ITO 614 and beconnected to the electronics to determine the touch positions as well asserving as an RF Field Generator.

FIG. 7 depicts a method 700 for synchronizing time capture clocks inaccordance with one embodiment of the invention. Referring to FIG. 7, amaster oscillator 702 supplies a square wave pulse to the Divide by 2̂15(704). The output of the Divide by 2̂15 (704) is the input into a Divideby 2̂5 (706). The output of the Divide by 2̂5 (706) becomes the masterreset pulse resetting the master oscillator 702, Divide by 2̂15 (704),Divide by 2̂5 (706), all of the Slave Oscillators 310A, 310B, 310C,310D-N, and all of the Divide by 2̂15 (312A, 312B, 312C, 312D-N). Theslave oscillator 310A and Divide by 2̂15 (312A) represent one of thetouch time detector module 100 associated with one of the positions onthe table game. It should be noted that the slave oscillator 310B andDivide by 2̂15 (312B) can represent another touch time detector module100 which can, for example, be associated with another position on thesame table game. This process can be performed for other touch timedetector modules (e.g., for various positions on a gaming table).

FIG. 8 depicts a system touch controller 800 in accordance with oneaspect of the invention. Referring to FIG. 8, a CPU, RAM, ROM and EPROMare represented in a block 802. The CPU 802 can communicate with each ofthe individual touch time detectors via ports 806. The touch timedetector Ports A, B, C and D can be used for various positions, forexample, around a gaming table. It will be appreciated that a masterreset 314 and interface 322 can be processed through the touch timedetector ports 806. When a touch is detected, touch information can bereported to an interface (e.g., a gaming computer or server) via a port816.

FIG. 9 depicts a gaming system 900 in accordance with one embodiment ofthe invention. Referring to FIG. 9, a game computer 1002 is connected toa system touch controller 902 via a gaming computer communication port.A touch time detector module 100A is connected to the system touchcontroller 902 via a touch timer detector port A, a touch time detectormodule 100B is connected to the system touch controller 902 via a touchtimer detector port B, and so on. An APR or capacitance touchscreenController 904 can connect to the system touch controller 902 via atouchscreen controller communication port. The APR or CapacitanceTouchscreen 414 connects to the APR or Capacitance touchscreencontroller 904. A touch field generator (or RF generator) 400 connectsto the antenna touchscreen surface 414. As the gaming system 900requires gaming related information and/or activities 1006 (e.g., playertracking cards or information, reader and writers to a gaming database),it can connect to the communication ports of the game computer 1002.

FIG. 10 depicts a method 1000 for detecting a touch on a multi-usertouchscreen in accordance with one embodiment of the invention. Themethod 1000 can, for example, be used by the touch time detector module100 (also shown in FIG. 1E). In effect, the method 1000 waits (1002) toreceive an interrupt. An interrupt can be caused as a result of a highlevel of the RSSI Output 214 (shown in FIG. 2). Referring back to FIG.2, the high level of the RSSI Output 214 is an indication of a playertouching the Antenna 250 of the Touch Time Detector Module 100. When aninterrupt occurs, the capture register is read (1008). Referring back toFIG. 3, the capture register 308 can be read by the CPU 318. In otherwords, the time count read from the capture register 308 can be stored(1010). Subsequently, an interrupt is sent to a system touch controller(e.g., a system touch controller 902 shown in FIG. 9). The system touchcontroller can process the data and signal back a signal to allow themethod 1000 to continue. This can be achieved in wait for interruptservice (1014). If the interrupt is serviced, the method 1000 advancesto transmit (1016) the stored data read from the capture register 1016to the system touch controller Next, the RAM buffer holding the timecount is then cleared (1018). The method 1000 can then proceed in asimilar manner as described above to wait (1014) for an interruptindicative of a touch on a touchscreen (e.g., an APR or Capacitancetouchscreen 414 of FIG. 4).

FIG. 11 depicts a method 1100 for determining whether a particular hastouched a multi-user touchscreen in accordance with one embodimentinvention. The method 1100 can, for example, be used by the system touchcontroller 800 of FIG. 8. Initially, it is determined (1104) whether atouch has been detected on the touchscreen (e.g., a touch detected on anAPR or capacitance touchscreen). At 1104, a system touch controller(e.g., system touch controller 800) can effectively interrogate atouchscreen controller (e.g., touchscreen controller 414) to see whethera touch has been detected. If it is determined (1104) that no touch hasbeen reported, the method 1100 proceeds to determine (1122) whether aRSSI touch interrupt is present. If it is determined (1122) that a RSSIinterrupt is present, then the system services (1124) the Interrupt andthe method 1100 proceeds to determine (1104) whether a touch has beendetected. However, if it is determined (1122) that there is no RSSItouch interrupt, then method 1100 proceeds to determine (1104) whether atouch has been detected.

On the other hand, If it is determined (1104) that a touch has beendetected, method 1100 proceeds to get a time stamp associated with thetouch (1106). This means that at least the (X,Y) Cartesian coordinatesof the touch location are available. Next, it is determined (1108)whether a RSSI Interrupt is present. If it is determined (1108) that thethere is no RSSI interrupt, the method 1100 proceeds to effectivelyignore the data and not register a touch. Subsequently, it is determined(1104) whether a touch has been detected and the method 1100 proceeds ina similar manner as noted above. However, if it is determined (1108)that there is an RSSI interrupt, the time stamp of the RSSI state changeis obtained and the interrupt is serviced (1112). This means that thetime when the touch was detected by the touchscreen and the time thatthe RSSI Interrupt are available. In addition, the (X,Y) Cartesiancoordinates of the touch location is available. Subsequently, it isdetermined (1114) whether more than one RSSI state change has occurred.If it is determined (1114) that more than one RSSI state change hasoccurred, the data is discarded and no touch is registered. However, ifit is determined (1114) that only one RSSI state change has occurred,the time stamps are within an acceptable range (e.g., 10 ms). If it isdetermined (1114) that the time stamps are not within the acceptablerange, the data is discarded and no touch is registered (1116). However,If it is determined (1114) that the time stamps are within theacceptable range, the touch is registered and/or reported (1120). By wayof example, the information associated with the touch, can betransmitted to the game computer 1002 of FIG. 9. After is registeredand/or reported (1120), it is determined (1104) whether a touch has beendetected and the method 1100 proceeds in a similar manner as discussedabove.

FIG. 12 depicts a top view of a gaming table 1500 in accordance with oneembodiment of the invention. Referring to FIG. 12, the gaming table 1500provides four (4) playing positions and a common play field 1504. Eachplaying position can be used by a player who can play a game byinteracting with the common play field 1504. In other words, the playercan touch a touchscreen surface that serves as the common play field1504. The input provided to the common play field 1504 can be providedto a gaming machine and/or server (e.g., gaming computer 1002). In theexemplarily configuration depicted in FIG. 12, four chairs 1506, 1508,1510 and 1512 are provided around the tabletop 1502. In addition, playertracking card reader writer 1514, 1516, 1518, and 1520 are provided forperforming various gaming operations. It should be noted that four touchdetectors 1522, 1524, 1526, and 1528 are located in proximity of thefour chairs 1506, 1508, 1510 and 1512 to detect when a player touchesthe common play field 1504. As such, the touch detector 1522 can detecta touch by the player seated in seat 1506, and so on.

FIG. 13 depicts a top view of a four-place gaming table 1600 inaccordance with another embodiment of the invention. In thisconfiguration, four chairs 1606, 1608, 1610 and 1612 are arranged aroundthe tabletop 1602. Each chair can support a player. Player tracking cardreader writer 1614, 1616, 1618, and 1620 are provided of the players.Four touch detectors 1622, 1624, 1626, and 1628 are also provided forthe players. In addition, there are four touch field generators 1630,1632, 1634 and 1636 are located behind the players.

FIG. 14 depicts a top view four place gaming table 1700 in accordancewith yet another embodiment of the invention. Referring to FIG. 13, acommon play Field 1704 can be used by four players sited in four Chairs1706, 1708, 1710 and 1712. Player tracking card reader writer 1714,1716, 1718 and 1720 and touch detectors 1722, 1724, 1726 and 1728. Theretouch field generators 1730, 1732, 1734 and 1736 are provided in frontof the players.

FIG. 15 depicts a top view of an eight-place gaming table 1900 inaccordance with one embodiment of the invention. A common play field1904 is provided. In this exemplary configuration eight chairs 1906,1910, 1914, 1918, 1922, 1926, 1930 and 1934 are arranged around thetabletop 1902. In addition, player tracking card reader writer 1908,1912, 1916, 1920, 1924, 1928, 1932, and 1936 are provided for players.

FIG. 16 depicts a top view of a six-place gaming table 2000 inaccordance with one embodiment of the invention. Referring to FIG. 15, acommon play field 2004 is provided. In this configuration, six (6)chairs 2006, 2008, 2010, 2012, 2014 and 2016 are arranged around atabletop 2002. In addition, player tracking card reader writer 2018,2020, 2022, 2024 and 2028 are provided for the players.

In view of the foregoing it will be apparent that a common play fieldcan be provided for various gaming applications using touchscreensdevices in accordance with various embodiments of the invention. Forexample, multi-user multi-touch system can be provided for a gamingapparatus or gaming machine. The touchscreen provided by the multi-usermulti-touch system can be integrated with the gaming apparatus or gamingmachine. Further, the touchscreen can be controlled by a touchscreencontroller that can time stamp the (x,y) Cartesian coordinates oftouches detected by the touchscreen. The time stamps can, for example,be synchronized time stamps. The synchronized time stamps caneffectively be used by a synchronizer/controller system. The touchscreencontroller can communicate with and accept commands from thesynchronizer/controller system. The communication can, for exampleinclude the (x, y) Cartesian coordinates of the location of the touch,synchronized time stamps, and commands. The touchscreen controller canstore the (x,y) Cartesian coordinates of the touch in a buffer (e.g., adesignated touch buffer) after it determines or calculates the (x,y)Cartesian coordinates of a touch.

The invention also contemplates an input device provided as amultiplayer touchscreen surface for a gaming apparatus or gamingmachine. The surface of the multiplayer touchscreen can be madeavailable to players and the player can interact with a game by touchingthe surface of the touchscreen.

The surface can, for example, be the top of a common display device. Themultiplayer touchscreen surface cab, for example include an APRtouchscreen operatively connected to an APR touchscreen controller, or acapacitance touchscreen operatively connected to a capacitivetouchscreen controller.

It will also be appreciated that touch time detectors can be positionedat each of a number of playing stations each designated for a player.The Touch time detectors can include a time detecting module that can,for example, be a RF receiver. The RF receiver can have a ReceiverSignal Strength Indicator (RSSI) output effectively providing an outputproportional to the RF signal received. A touch time detector can alsoinclude a time capture module synchronized by an input from a systemtouch controller. A capture register can be operatively connected insuch a way to capture the event time of a change in the RSSI output.

The capture register can also be operatively connected to a CPU so thatthe captured event time can be transmitted via a communication module tothe system touch controller.

A touch field generator can be operatively connected to a transparentconductive coating on the top surface of an APR touchscreen. The APRtouchscreen can be coated with a transparent conductive layer of IndiumTin Oxide. The transparent conductive layer of Indium Tin Oxide can becoated with a protective hard coating of Silicon Dioxide. The touchfield generator can be operatively connected to a transparent conductiveon the top surface of a capacitance touchscreen. The touch fieldgenerator can generate an RF field on and about a multiplayertouchscreen surface. A system touch controller can be operativelyconnected to a touchscreen controller, a plurality of touch timedetectors and a game computer. The game computer is operativelyconnected to a game display, system touch controller and a systemcomputer.

Multiple touches from multiple players can be processed to identify theplayer that has touched the touchscreen. Time-tagged events can beprocessed to determine if the events are related in time and may beconsidered to be effectively occurring at the same time. In addition,sensitivity of a touch time detector can be adjusted, for example, bychanging the sensitivity as a function of changing ambient conditionsassociated with the position where an individual player is situated.These techniques can be applied for processing touches on an APR andcapacitance touchscreens and for associating a synchronized time withthe events occurring and/or reported by APR and capacitancetouchscreens.

RF frequency can be the frequency or rate of oscillation within therange of about 3 Hz and 30 GHz. This range corresponds to frequency ofalternating current electrical signals used to produce and detect radiowaves.

Many different types of games, including mechanical slot games, videoslot games, video poker, video black jack, video pachinko and lottery,may use the input system and/or input processing techniques of thepresent invention. In particular, a gaming machine may be operable toprovide a play of many different instances of games of chance. Theinstances may be differentiated according to themes, sounds, graphics,type of game (e.g., slot game vs. card game), denomination, number ofpaylines, maximum jackpot, progressive or non-progressive, bonus games,etc. The gaming machine may be operable to allow a player to select agame of chance to play from a plurality of instances available on thegaming machine. For example, the gaming machine may provide a menu witha list of the instances of games that are available for play on thegaming machine and a player may be able to select from the list a firstinstance of a game of chance that they wish to play.

The various instances of games available for play on the gaming machinemay be stored as game software on a mass storage device in the gamingmachine or may be generated on a remote gaming device but then displayedon the gaming machine. The gaming machine may execute game software,such as but not limited to video streaming software that allows the gameto be displayed on the gaming machine. When an instance is stored on thegaming machine, it may be loaded from the mass storage device into a RAMfor execution. In some cases, after a selection of an instance, the gamesoftware that allows the selected instance to be generated may bedownloaded from a remote gaming device, such as another gaming machine.

Understand that a gaming machine is but one example from a wide range ofgaming machine designs on which the present invention may beimplemented. For example, not all suitable gaming machines have topboxes or player tracking features. Further, some gaming machines haveonly a single game display—mechanical or video, while others aredesigned for bar tables and have displays that face upwards. As anotherexample, a game may be generated in on a host computer and may bedisplayed on a remote terminal or a remote gaming device. The remotegaming device may be connected to the host computer via a network ofsome type such as a local area network, a wide area network, an intranetor the Internet. The remote gaming device may be a portable gamingdevice such as but not limited to a cell phone, a personal digitalassistant, and a wireless game player. Images rendered from 3-D gamingenvironments may be displayed on portable gaming devices that are usedto play a game of chance. Further a gaming machine or server may includegaming logic for commanding a remote gaming device to render an imagefrom a virtual camera in a 3-D gaming environment stored on the remotegaming device and to display the rendered image on a display located onthe remote gaming device. Thus, those of skill in the art willunderstand that the present invention, as described below, can bedeployed on most any gaming machine now available or hereafterdeveloped.

Some preferred gaming machines of the present assignee are implementedwith special features and/or additional circuitry that differentiatesthem from general-purpose computers (e.g., desktop PC's and laptops).Gaming machines are highly regulated to ensure fairness and, in manycases, gaming machines are operable to dispense monetary awards ofmultiple millions of dollars. Therefore, to satisfy security andregulatory requirements in a gaming environment, hardware and softwarearchitectures may be implemented in gaming machines that differsignificantly from those of general-purpose computers. A description ofgaming machines relative to general-purpose computing machines and someexamples of the additional (or different) components and features foundin gaming machines are described below.

At first glance, one might think that adapting PC technologies to thegaming industry would be a simple proposition because both PCs andgaming machines employ microprocessors that control a variety ofdevices. However, because of such reasons as 1) the regulatoryrequirements that are placed upon gaming machines, 2) the harshenvironment in which gaming machines operate, 3) security requirementsand 4) fault tolerance requirements, adapting PC technologies to agaming machine can be quite difficult. Further, techniques and methodsfor solving a problem in the PC industry, such as device compatibilityand connectivity issues, might not be adequate in the gamingenvironment. For instance, a fault or a weakness tolerated in a PC, suchas security holes in software or frequent crashes, may not be toleratedin a gaming machine because in a gaming machine these faults can lead toa direct loss of funds from the gaming machine, such as stolen cash orloss of revenue when the gaming machine is not operating properly.

For the purposes of illustration, a few differences between PC systemsand gaming systems will be described. A first difference between gamingmachines and common PC based computers systems is that gaming machinesare designed to be state-based systems. In a state-based system, thesystem stores and maintains its current state in a non-volatile memory,such that, in the event of a power failure or other malfunction thegaming machine will return to its current state when the power isrestored. For instance, if a player was shown an award for a game ofchance and, before the award could be provided to the player the powerfailed, the gaming machine, upon the restoration of power, would returnto the state where the award is indicated. As anyone who has used a PC,knows, PCs are not state machines and a majority of data is usually lostwhen a malfunction occurs. This requirement affects the software andhardware design on a gaming machine.

A second important difference between gaming machines and common PCbased computer systems is that for regulation purposes, the software onthe gaming machine used to generate the game of chance and operate thegaming machine has been designed to be static and monolithic to preventcheating by the operator of gaming machine. For instance, one solutionthat has been employed in the gaming industry to prevent cheating andsatisfy regulatory requirements has been to manufacture a gaming machinethat can use a proprietary processor running instructions to generatethe game of chance from an EPROM or other form of non-volatile memory.The coding instructions on the EPROM are static (non-changeable) andmust be approved by a gaming regulators in a particular jurisdiction andinstalled in the presence of a person representing the gamingjurisdiction. Any changes to any part of the software required togenerate the game of chance, such as adding a new device driver used bythe master gaming controller to operate a device during generation ofthe game of chance can require a new EPROM to be burnt, approved by thegaming jurisdiction and reinstalled on the gaming machine in thepresence of a gaming regulator. Regardless of whether the EPROM solutionis used, to gain approval in most gaming jurisdictions, a gaming machinemust demonstrate sufficient safeguards that prevent an operator orplayer of a gaming machine from manipulating hardware and software in amanner that gives them an unfair and some cases an illegal advantage.The gaming machine should have a means to determine if the code it willexecute is valid. If the code is not valid, the gaming machine must havea means to prevent the code from being executed. The code validationrequirements in the gaming industry affect both hardware and softwaredesigns on gaming machines.

A third important difference between gaming machines and common PC basedcomputer systems is the number and kinds of peripheral devices used on agaming machine are not as great as on PC based computer systems.Traditionally, in the gaming industry, gaming machines have beenrelatively simple in the sense that the number of peripheral devices andthe number of functions the gaming machine has been limited. Further, inoperation, the functionality of gaming machines were relatively constantonce the gaming machine was deployed, i.e., new peripherals devices andnew gaming software were infrequently added to the gaming machine. Thisdiffers from a PC where users will go out and buy different combinationsof devices and software from different manufacturers and connect them toa PC to suit their needs depending on a desired application. Therefore,the types of devices connected to a PC may vary greatly from user touser depending in their individual requirements and may varysignificantly over time.

Although the variety of devices available for a PC may be greater thanon a gaming machine, gaming machines still have unique devicerequirements that differ from a PC, such as device security requirementsnot usually addressed by PCs. For instance, monetary devices, such ascoin dispensers, bill validators and ticket printers and computingdevices that are used to govern the input and output of cash to a gamingmachine have security requirements that are not typically addressed inPCs. Therefore, many PC techniques and methods developed to facilitatedevice connectivity and device compatibility do not address the emphasisplaced on security in the gaming industry.

To address some of the issues described above, a number ofhardware/software components and architectures are utilized in gamingmachines that are not typically found in general purpose computingdevices, such as PCs. These hardware/software components andarchitectures, as described below in more detail, include but are notlimited to watchdog timers, voltage monitoring systems, state-basedsoftware architecture and supporting hardware, specialized communicationinterfaces, security monitoring and trusted memory.

A watchdog timer is normally used to provide a software failuredetection mechanism. In a normally operating system, the operatingsoftware periodically accesses control registers in the watchdog timersubsystem to “re-trigger” the watchdog. Should the operating softwarefail to access the control registers within a preset timeframe, thewatchdog timer will timeout and generate a system reset. Typicalwatchdog timer circuits contain a loadable timeout counter register toallow the operating software to set the timeout interval within acertain range of time. A differentiating feature of the some preferredcircuits is that the operating software cannot completely disable thefunction of the watchdog timer. In other words, the watchdog timeralways functions from the time power is applied to the board.

Gaming computer platforms preferably use several power supply voltagesto operate portions of the computer circuitry. These can be generated ina central power supply or locally on the computer board. If any of thesevoltages falls out of the tolerance limits of the circuitry they power,unpredictable operation of the computer may result. Though most moderngeneral-purpose computers include voltage monitoring circuitry, thesetypes of circuits only report voltage status to the operating software.Out of tolerance voltages can cause software malfunction, creating apotential uncontrolled condition in the gaming computer. Gaming machinesof the present assignee typically have power supplies with tightervoltage margins than that required by the operating circuitry. Inaddition, the voltage monitoring circuitry implemented in gamingcomputers typically have two thresholds of control. The first thresholdgenerates a software event that can be detected by the operatingsoftware and an error condition generated. This threshold is triggeredwhen a power supply voltage falls out of the tolerance range of thepower supply, but is still within the operating range of the circuitry.The second threshold is set when a power supply voltage falls out of theoperating tolerance of the circuitry. In this case, the circuitrygenerates a reset, halting operation of the computer.

The standard method of operation for slot machine game software is touse a state machine. Different functions of the game (bet, play, result,points in the graphical presentation, etc.) may be defined as a state.When a game moves from one state to another, critical data regarding thegame software is stored in a custom non-volatile memory subsystem. Thisis critical to ensure the player's wager and credits are preserved andto minimize potential disputes in the event of a malfunction on thegaming machine.

In general, the gaming machine does not advance from a first state to asecond state until critical information that allows the first state tobe reconstructed is stored. This feature allows the game to recoveroperation to the current state of play in the event of a malfunction,loss of power, etc that occurred just prior to the malfunction. Afterthe state of the gaming machine is restored during the play of a game ofchance, game play may resume and the game may be completed in a mannerthat is no different than if the malfunction had not occurred.Typically, battery backed RAM devices are used to preserve this criticaldata although other types of non-volatile memory devices may beemployed. These memory devices are not used in typical general-purposecomputers.

As described in the preceding paragraph, when a malfunction occursduring a game of chance, the gaming machine may be restored to a statein the game of chance just prior to when the malfunction occurred. Therestored state may include metering information and graphicalinformation that was displayed on the gaming machine in the state priorto the malfunction. For example, when the malfunction occurs during theplay of a card game after the cards have been dealt, the gaming machinemay be restored with the cards that were previously displayed as part ofthe card game. As another example, a bonus game may be triggered duringthe play of a game of chance where a player is required to make a numberof selections on a video display screen. When a malfunction has occurredafter the player has made one or more selections, the gaming machine maybe restored to a state that shows the graphical presentation at the justprior to the malfunction including an indication of selections that havealready been made by the player. In general, the gaming machine may berestored to any state in a plurality of states that occur in the game ofchance that occurs while the game of chance is played or to states thatoccur between the play of a game of chance.

Game history information regarding previous games played such as anamount wagered, the outcome of the game and so forth may also be storedin a non-volatile memory device. The information stored in thenon-volatile memory may be detailed enough to reconstruct a portion ofthe graphical presentation that was previously presented on the gamingmachine and the state of the gaming machine (e.g., credits) at the timethe game of chance was played. The game history information may beutilized in the event of a dispute. For example, a player may decidethat in a previous game of chance that they did not receive credit foran award that they believed they won. The game history information maybe used to reconstruct the state of the gaming machine prior, duringand/or after the disputed game to demonstrate whether the player wascorrect or not in their assertion.

Another feature of gaming machines is that they often contain uniqueinterfaces, including serial interfaces, to connect to specificsubsystems internal and external to the slot machine. The serial devicesmay have electrical interface requirements that differ from the“standard” EIA 232 serial interfaces provided by general-purposecomputers. These interfaces may include EIA 485, EIA 422, Fiber OpticSerial, optically coupled serial interfaces, current loop style serialinterfaces, etc. In addition, to conserve serial interfaces internallyin the slot machine, serial devices may be connected in a shared,daisy-chain fashion where multiple peripheral devices are connected to asingle serial channel.

The serial interfaces may be used to transmit information usingcommunication protocols that are unique to the gaming industry. Forexample, IGT's Netplex is a proprietary communication protocol used forserial communication between gaming devices. As another example, SAS isa communication protocol used to transmit information, such as meteringinformation, from a gaming machine to a remote device. Often SAS is usedin conjunction with a player tracking system.

Gaming machines may alternatively be treated as peripheral devices to acasino communication controller and connected in a shared daisy chainfashion to a single serial interface. In both cases, the peripheraldevices are preferably assigned device addresses. If so, the serialcontroller circuitry must implement a method to generate or detectunique device addresses. General-purpose computer serial ports are notable to do this.

Security monitoring circuits detect intrusion into a gaming machine bymonitoring security switches attached to access doors in the slotmachine cabinet. Preferably, access violations result in suspension ofgame play and can trigger additional security operations to preserve thecurrent state of game play. These circuits also function when power isoff by use of a battery backup. In power-off operation, these circuitscontinue to monitor the access doors of the slot machine. When power isrestored, the gaming machine can determine whether any securityviolations occurred while power was off, e.g., via software for readingstatus registers. This can trigger event log entries and further dataauthentication operations by the slot machine software.

Trusted memory devices are preferably included in a gaming machinecomputer to ensure the authenticity of the software that may be storedon less secure memory subsystems, such as mass storage devices. Trustedmemory devices and controlling circuitry are typically designed to notallow modification of the code and data stored in the memory devicewhile the memory device is installed in the slot machine. The code anddata stored in these devices may include authentication algorithms,random number generators, authentication keys, operating system kernels,etc. The purpose of these trusted memory devices is to provide gamingregulatory authorities a root trusted authority within the computingenvironment of the slot machine that can be tracked and verified asoriginal. This may be accomplished via removal of the trusted memorydevice from the slot machine computer and verification of the securememory device contents is a separate third party verification device.Once the trusted memory device is verified as authentic, and based onthe approval of the verification algorithms contained in the trusteddevice, the gaming machine is allowed to verify the authenticity ofadditional code and data that may be located in the gaming computerassembly, such as code and data stored on hard disk drives. A fewdetails related to trusted memory devices that may be used in thepresent invention are described in U.S. Pat. No. 6,685,567 from U.S.patent application Ser. No. 09/925,098, titled “Process Verification,”which is hereby incorporated herein in its entirety for all purposes.

Mass storage devices used in a general purpose computer typically allowcode and data to be read from and written to the mass storage device. Ina gaming machine environment, modification of the gaming code stored ona mass storage device is strictly controlled and would only be allowedunder specific maintenance type events with electronic and physicalenablers required. Though this level of security could be provided bysoftware, mass storage devices preferably include hardware level massstorage data protection circuitry that operates at the circuit level tomonitor attempts to modify data on the mass storage device and willgenerate both software and hardware error triggers should a datamodification be attempted without the proper electronic and physicalenablers being present.

The various aspects, features, embodiments or implementations of theinvention described above can be used alone or in various combinations.

The many features and advantages of the present invention are apparentfrom the written description and, thus, it is intended by the appendedclaims to cover all such features and advantages of the invention.Further, since numerous modifications and changes will readily occur tothose skilled in the art, the invention should not be limited to theexact construction and operation as illustrated and described. Hence,all suitable modifications and equivalents may be resorted to as fallingwithin the scope of the invention.

1. A multi-user multi-touch input system for use by a plurality of usersas an input device, said multi-user multi-touch input system comprising:an input portion capable of being touched by said plurality of users; auser-identifier component configured and/or operable to: detect that aparticular one of said plurality of users has touched said input portionof said multi-user input device; and effectively provide auser-identification and an identification-time, wherein saiduser-identification effectively identifies said particular user, andsaid identification-time includes a first touch time indicating the timewhen a touch has been detected by said user-identifier component,whereby the combination of said user-identification andidentification-time effectively indicate that a touch by said particularuser at said first touch-time has been detected by said user-identifiercomponent; a touch-locator component configured and/or operable to:detect a touch at a particular location of said input portion of saidmulti-user input device; effectively provide a touch-location and alocation-time, wherein said touch-location identifies said particularlocation of a touch detected by said touch-locator on said input portionof said multi-user multi-touch device, and said location-time includes asecond touch time indicating the time when a touch has been detected bysaid touch-location component, whereby the combination of saidtouch-location and location-time effectively indicate that a touch atsaid location has been detected by said touch-locator component; and asynchronizing/controller component configured and/or operable to:receive from said user-identifier component said user-identification andidentification-time; receive from said touch-locator component saidtouch-location and a location-time; determine, at least partly based onsaid identification-time and location-time, whether said particular userhas touched said input portion at said particular location of said inputportion of said multi-user multi-touch input system; and generate asoutput an indication that effectively indicates that said particularuser identified by said user-identifier component has touched said inputportion of said multi-user multi-touch input system at said particularlocation identified by said touch-location when said determiningdetermines that said particular user has touched said input portion atsaid location of said input portion of said multi-user multi-touchdevice.
 2. The multi-user multi-touch input system of claim 1, whereinsaid user-identifier component is further configured and/or operable to:detect a change in Radio Frequency (RF) energy received by a RF receiverassociated with said particular user when said particular user touchessaid input portion of said multi-user multi-touch input system.
 3. Themulti-user multi-touch input system of claim 1, wherein saidsynchronizing/controller component is further configured and/or operableto: determine whether said first time of said identification-time andsaid second time of said location-time are within an acceptable range;and determine that said particular users has touched said input portionat said particular location when it is determined that said first andsecond time are within said acceptable range.
 4. The multi-usermulti-touch input system of claim 1, wherein said synchronizingcomponent is further configured and/or operable to: ignore touchesdetected by said touch-locator component when said user-identifier doesnot detect a touch by one of said plurality of users, thereby allowingtouches of non-users to be effectively ignored.
 5. The multi-usermulti-touch input system of claim 1, wherein saidsynchronizing/controller component is further configured and/or operableto: ignore one or more touches detected by said touch-locator componentwhen within a determined time period said user-identifier identifies twoor more users that have touched said input surface.
 6. The multi-usermulti-touch input system of claim 1, wherein saidsynchronizing/controller component is further configured and/or operableto: detect that the same user identified by said user-identifiercomponent has effectively touched said particular location multipletimes during a determined period of time.
 7. The multi-user multi-touchinput system of claim 6, wherein said synchronizing/controller componentis further configured and/or operable to detect that said particularuser had held a said particular location.
 8. The multi-user multi-touchinput system of claim 1, wherein said acceptable range is about 10milliseconds (10 ms).
 9. The multi-user multi-touch input system ofclaim 1, wherein said user-identifier component comprises: at least oneRF generator; and a plurality RF receivers capable of detecting RFenergy from the RF generator, wherein for each of said plurality ofusers at least one RF receiver is provided to detect a change in the RFenergy transmitted by said RF generator when a user touches said inputportion of said multi-user multi-touch input system.
 10. The multi-usermulti-touch input system of claim 9, wherein all of said plurality RFreceivers are tuned to the same RF frequency.
 11. The multi-usermulti-touch input system of claim 9, wherein said touch locatorcomponent includes an Acoustic Pulse Recognition (APR) and/or acapacitance touch screen configured to detect a touch at a particularlocation.
 12. The multi-user multi-touch input system of claim 9,wherein said Acoustic Pulse Recognition (APR) and/or a capacitance touchscreen are integrated with a gaming machine and/or apparatus.
 13. Themulti-user multi-touch input system of claim 9, wherein said AcousticPulse Recognition (APR) touch screen and/or a capacitance touch screenare multi-touch screen capable of detecting multiple touches at the sametime.
 14. The multi-user multi-touch input system of claim 9, whereinsaid RF generator is operatively connected to a transparent conductivecoating on a top surface of said Acoustic Pulse Recognition (APR)touchscreen and/or capacitance touchscreen.
 15. The multi-usermulti-touch input system of claim 14, wherein said Acoustic PulseRecognition (APR) touchscreen is coated with a conductive layer ofIndium Tin Oxide.
 16. The multi-user multi-touch input system of claim1, wherein said input device is provided for one or more gamingapplications.
 17. The multi-user multi-touch input system of claim 1,wherein said input device one or more gaming applications include one ormore of the following: a roulette game, a craps game, a card game, apoker game.
 18. A computer-implemented method for providing a multi-userinput system for use as input device by a plurality of users, saidcomputer-implemented method comprising: initiating a user-identifiercomponent and a input-locator component, wherein said user-identifierand input-locator components operate independently from each other, andsaid user-identifier component is configured to identify a particularuser of said plurality of users when said user-identifier componentdetects that said particular user has provided input to said multi-userinput system, and said input-locator component is configured to identifya location for input provided to said multi-user input system when saidinput-locator detects that input has been provided at said particularlocation of said multi-user input system; receiving a first indicationfrom said user-identifier component that indicates a particular user hasprovided input to said multi-user input system, and a second indicationfrom said input-locator component that input has been provided to saidmulti-user input system; reconciling said first and second indicationsto determine whether said particular user has provided input to saidmulti-user input system at said particular location; and reporting atouch by said particular user at said particular location of saidmulti-user input system.
 19. The computer-implemented method of claim18, wherein said reconciling of said first and second indicationscomprises one or more of the following: timing information provided bysaid first and second indications, whether multiple users have beenidentified within a determined period of time by said user-identifiersystem; whether multiple input has been detected by said input-locatorwithin a determined amount of time that said user-identifier system hasidentified said particular user; and whether multiple input has beendetected at the same location by said input-locator within a determinedamount of time that said user-identifier system has indicated that oneor more users have provided input.
 20. A computer readable medium forproviding a multi-user input system for use as input device by aplurality of users, said readable medium comprising: computer programcode for initiating a user-identifier component and a input-locatorcomponent, wherein said user-identifier and input-locator componentsoperate independently from each other, and said user-identifiercomponent is configured to identify a particular user of said pluralityof users when said user-identifier component detects that saidparticular user has provided input to said multi-user input system, andsaid input-locator component is configured to identify a location forinput provided to said multi-user input system when said input-locatordetects that input has been provided at said particular location of saidmulti-user input system; computer program code for receiving a firstindication from said user-identifier component that indicates aparticular user has provided input to said multi-user input system, anda second indication from said input-locator component that input hasbeen provided to said multi-user input system; computer program code forreconciling said first and second indications to determine whether saidparticular user has provided input to said multi-user input system atsaid particular location; and computer program code for reporting atouch by said particular user at said particular location of saidmulti-user input system.
 21. A gaming apparatus for a plurality ofplayers, comprising: a touch-surface that serves as a common input areafor playing said game by said plurality of players; a touch-locationcomponent configured to detect touches on said common input area andcommunicate the location of the touch to a controller component; and auser-identifier component configured to detect which one of said playershas touched said common input area and communicate an identifierassociated with said player to a controller component, wherein saidcontroller is configured to determined whether said particular playeridentified by said user-identifier component has touched said commoninput area at the location indicated by said touch-location component.22. A gaming apparatus as recited in claim 21, wherein said controlleris effectively provided by a gaming server that is communication withsaid gaming apparatus.
 23. A gaming apparatus as recited in claim 21,wherein said gaming server manages said game.
 24. A gaming apparatus asrecited in claim 21, wherein said controller is effectively provided bysaid gaming apparatus.